Restored Monolith
From RelicWiki
| Restored Monolith | |||||||||||||||||
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| Race | Necrons | ||||||||||||||||
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| Version | Dark Crusade v1.2 Soulstorm v1.0 | ||||||||||||||||
| Build Info | |||||||||||||||||
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| Unit Stats | |||||||||||||||||
| Hitpoints | 10000/10 | ||||||||||||||||
| Armour | Vehicle High | ||||||||||||||||
| Resource Bonus | |||||||||||||||||
| Unit Mass | 100 | ||||||||||||||||
| Move Speed | 3 | ||||||||||||||||
| Sight Radius | 60 (cannot detect) | ||||||||||||||||
| Weapons | |||||||||||||||||
| Ranged | Particle Whip, 4x Gauss Flux Arc | ||||||||||||||||
| Melee | None | ||||||||||||||||
Contents |
Restored Monolith
Not so much a vehicle as a mobile building, the Restored Monoloth retains the production capabilities it had while stationary, but is finally able to join the battle itself, slowly floating into battle and firing powerful Gauss Flux Arcs and the ground-shaking Particle Whip at any enemy units that make the mistake of coming too close. Of course, the Restored Monolith doesn't need to wait for the enemy come to itself: it can teleport straight into the fight and begin annihilating the living.
Note: The Restored Monolith still retains all the unit construction abilities it had in its dormant state. Unlike the Dormant Monolith, it can't set a rally point or choose the attack stance of the units that pop out of the Restored Monolith. If brought down to 2500 Hitpoints it reverts to an Engaged Monolith and teleports back to where it was launched where it must be repaired before it can be upgraded again.
Tactics
Using a Restored Monolith
While not as much of a powerhouse as other teams' relic creatures (unless the Restored Monolith becomes surrounded, allowing the Gauss Flux Arcs at its four corners to all fire on enemy targets), the Restored Monolith provides incredible disruptive power. Its Particle Whip can send infantry units flying, greatly reducing their capability to add their support to a fight while the Necron player's forces destroy enemy units.
While the centralized unit production of the Necrons initially is a problem in the early stages of a game, this same trait becomes one of their greatest strengths with a Restored Monolith, turning it into a complete nightmare to fight. The Monolith can produce the troops necessary to counter the enemy right in the middle of the battlefield and also functions as a teleportation target for Necron Warriors, Flayed Ones and Immortals (Immortals cannot teleport in Dark Crusade), allowing existing groups of those units to join a Monolith after it teleports into the fray. With a full time bonus, Necron unit build and reinforce times can be quite fast, so as long as they have a good set of power generators the Restored Monolith can produce an unrelenting tide of new units.
The Particle Whip is death incarnate to infantry. The DPS values shown below don't account for the rather large AOE, which can often hit an entire squad, potentially reducing an entire squad to less than half health and nearly breaks their morale in just one shot. It is best supported by a healthy number of Immortals and/or Heavy Destroyers to take out enemy buildings and vehicles at long range. Its excellent sight radius will help all of its supporting army target long-range enemies, and a squad of free Builder Scarabs should be constantly repairing it. It is the epitome of the Necrons: slow, but ungodly tough and unrelenting.
Despite the health display of 10000, the Restored Monolith will be reduced to its original stationary Engaged Monolith when the health gets below 2500. So the Monolith in fact has only 7500hp.
Fighting a Restored Monolith
If a Restored Monolith has been built, you should focus all of your efforts into finding and destroying it before it gets to your base. The Monolith's weapons are not as effective against vehicles, though the Particle Whip can still do a decent chunk of damage with each shot. Your best bet is to have a good sized fleet of long range anti-vehicle vehicles backed up by a large number of jumping/teleporting melee specialists, like Chaos Raptor Squads or Tau Kroot Carnivores. The enemy will have a large number of Immortals and/or Heavy Destroyers around the Monolith which you will have to tie up in melee, otherwise they will flatten your vehicles. You can expect a wall of Necron Warriors and supporting Destroyers as well.
Imperial Guard lack the quality infantry to deal with the supporting enemy infantry amidst the disruption from the Particle Whip, but a trio of Psykers can keep the Monolith permanently stunned using Curse of the Machine Spirit, allowing it to be taken down at leisure. However, it may be difficult to get the Psykers within range. Also, a Baneblade can singlehandedly fight a Monolith and usually come out on top, but the IG player must beware of supporting units (Warriors, Destroyers, etc.). That is why it is advisable to for Kasrkin, Ogryns, and Leman Russ Battle Tanks to brought up as well to handle these units.
The Tau XV88 Broadside Battlesuits, when entrenched, are also good as they cannot be knocked down by the Particle Whip. Shas'Vres should chain the use of their EMP Grenades to keep it locked down. Be careful of Flayed Ones being Deep Struck next to them though, as well as the teleporting Necron Lord whose Solar Pulse will temporarily turn the Battlesuit Team into a paperweight.
If a Restored Monolith teleports into your base, it should be dealt with promptly before it levels too many important structures. All of the weapons do flat damage to all targets, which means they do exceptionally high damage to building_medium and building_high, armor types than most weapons are weak against. If possible, intercept the Monolith in the field and damage it to the point that it can no longer teleport to trap it out in the open and away from your base.
Abilities
Teleport
Deep Strike
| Deepstrike | Hotkey: E | |||
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| Requires | Nothing | ||
| Target Types | Visible Terrain | |||
| Range | Unlimited | |||
| Area of effect | None | Cooldown time | Passive ability | |
| Effects | When built the Flayed Ones don't automatically enter the battlefield but instead remain in the Monolith waiting to Deep Strike out. The Restored Monolith has capacity to store 5 squads of Flayed Ones. This allows the squad to enter the battlefield at any visible location. If desired the Flayed Ones can subsequently be loaded back into the Monolith to Deep Strike back out after a 10 s delay. | |||
Buildable Units
Infantry
Builder Scarabs
| Builder Scarabs | Hotkey: S | ||||
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| Cost | Build Time | 18 s | |||
| Squad Size | 1/3 | Limit | 5 | ||
| Requires | Nothing | ||||
Necron Warriors
| Necron Warriors | Hotkey: N | ||||
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| Cost | Build Time | 30 s Build time increases with the number of Necron Warriors on the field | |||
| Squad Size | 3/8 | Limit | None | ||
| Requires | Nothing | ||||
Wraith
| Wraith | Hotkey: W | ||||
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| Cost | Build Time | 45 s | |||
| Unit Size | 1 | Limit | None | ||
| Requires | Summoning Core | ||||
Necron Lord
| Necron Lord | Hotkey: L | ||||
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| Cost | Build Time | 60 s | |||
| Unit Size | 1 | Limit | 1 | ||
| Requires | Nothing | ||||
Immortals
| Immortals | Hotkey: I | ||||
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| Cost | Build Time | 36 s | |||
| Squad Size | 3/5 | Limit | None | ||
| Requires | Awakened Monolith | ||||
Flayed Ones
| Flayed Ones | Hotkey: F | ||||
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| Cost | Build Time | 36 s | |||
| Squad Size | 4/8 | Limit | None | ||
| Deep Strike | Yes | ||||
| Requires | Summoning Core | ||||
Pariahs
| Pariahs | Hotkey: P | ||||
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| Cost | Build Time | 10 s | |||
| Squad Size | 4/8 | Limit | 1 | ||
| Requires | Engaged Monolith | ||||
Vehicles
Tomb Spyder
| Tomb Spyder | Hotkey: T | ||||
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| Cost | Build Time | 60 s | |||
| Unit Size | 1 | Limit | 3 | ||
| Requires | Greater Summoning Core | ||||
Destroyer
| Destroyer | Hotkey: D | ||||
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| Cost | Build Time | 30 s | |||
| Unit Size | 1 | Limit | None | ||
| Requires | Greater Summoning Core | ||||
Heavy Destroyer
| Heavy Destroyer | Hotkey: H | ||||
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| Cost | Build Time | 30 s | |||
| Unit Size | 1 | Limit | None | ||
| Requires | Engaged Monolith | ||||
Lord Destroyer
| Lord Destroyer | Hotkey: O | ||||
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| Cost | Build Time | 30 s | |||
| Unit Size | 1 | Limit | 2 | ||
| Requires | Energy Core | ||||
Weapons
Particle Whip
Gauss Flux Arc
There are four Gauss Flux Arcs on the Restored Monolith, one at each corner of the structure, but they are listed here only once out of convenience.
| Gauss Flux Arc | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Cost | Default Weapon | Range | 30 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Build Time | Default Weapon | Accuracy | 80% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Area of Effect | 0 | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Dawn of War Player's Guide
| The Dawn of War Player's Guide
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| Space Marines | Chaos | Eldar | Orks | Imperial Guard | Tau | Necrons | Dark Eldar | Sisters of Battle | |
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Infantry |
Infantry |
Infantry |
Infantry |
Infantry |
Infantry |
Infantry |
Infantry |
Infantry | |
| Space Marines | Chaos | Eldar | Orks | Imperial Guard | Tau | Necrons | Dark Eldar | Sisters of Battle | |
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Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles Restored Monolith |
Vehicles |
Vehicles | |
| Space Marines | Chaos | Eldar | Orks | Imperial Guard | Tau | Necrons | Dark Eldar | Sisters of Battle | |
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Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings | |




